View Full Version : Few questions-crafting-rerolling
FireMarshal
31-01-2007, 07:07
What is the best level to start crafting items? Also, whereabouts should I search for the magic items necessary? I did much crafting a couple years ago, but I never really paid attention to what level I was, or what ilvl the items were.
I understand that at clvl 93, is a safe spot to craft ammys that I gamble. (read from a previous thread)
What about for crafting rings/boots/belts/gloves? From reading the FAQs, I want to make sure that the ilvl is at least 71 to get the four affixes. But I am sure there are some affixes that require a higher ilvl? The search function doesnt seem to be working properly......can't really search as well as I'd like to.
Rerolling
3 chipped gems, 1 magical weapon = 1 magical weapon with 1-2 sockets; ilvl 25
3 regular gems, 1 socketed weapon = 1 magical weapon with 1-2 sockets; ilvl 30
3 flawless gems, 1 magical weapon = 1 magical weapon with 1-2 sockets; ilvl 30
3 Perfect gems, 1 magical item = 1 magical item; ilvl=ilvl (here the item level won't change.)
If rerolling items using these recipes over and over, will it eventually get to the point that I need to get a "fresh" magic item to reroll?
If I've got this whole thing backwards...let me know!!!! :wave:
Thanks!!!!!
For crafting amulets, lvl93 character is used just for to be sure, that any gambeld amulet (and then crafted) can posses +2 [character] skills.
The forumla is ilvl=[clvl/2]+[ilvl/2]
ilvl of shopped items is clvl+5
ilvl of gambled items is random from interval clvl-5 to clvl+4
ilvl of items from monsters depends on monster dropping the item.
regular monsters ilvl=area lvl (only in NM and Hell, for normal use the Arreat Summit monster lvl)
champions= regular mlvl+2
random bosses = regular mlvl + 3
superuniques - mostly regular mlvl+3, some of them has it's own mlvl (mostly those with it's own graphic style - like Smith, Countess, Izual, Nihlathak etc.)
Act bosses have it's own mlvl
I suggest reading stickied Item Generation tutorial.
And use of affix calculator (http://www.diabloii.nu/affixcalc/)
btw, they don't need to "be refreshed"; for 3pgems, the ilvl allways stays the same, for the other recipes the result will be allways 30(25) no matter the previous ilvl.
ilvl of items from monsters depends on monster dropping the item.
regular monsters ilvl=area lvl (only in NM and Hell, for normal use the Arreat Summit monster lvl)
champions= regular mlvl+2
random bosses = regular mlvl + 3
By regular mlvl, Hrus means follow the same rule as the regular version of the monster. So champions on normal would have their normal monster counterpart's mlvl from Arreat Summit + 2. Likewise, random bosses on hell would have the area level + 3.
superuniques - mostly regular mlvl+3, some of them has it's own mlvl (mostly those with it's own graphic style - like Smith, Countess, Izual, Nihlathak etc.)
Note too that the superuniques that have their own mlvl also gain the +3 bonus. Unfortunately, Arreat Summit has taken this into account for some of the superuniques, but not for others, so you can't really rely on AS for that info :rolleyes:
I checked the monstats.txt. Am I right that only those superuniques which are listed specifically in MonStats.txt and has a value 1 in boss column has it's own mlvl in NM/hell?
In that case, I was wrong with Smith and Countess...
the list would be short:
summoner 83
izual 89
bloodraven 91
griswold 87
nihlathak 95
Is that right?
I checked the monstats.txt. Am I right that only those superuniques which are listed specifically in MonStats.txt and has a value 1 in boss column has it's own mlvl in NM/hell?
In that case, I was wrong with Smith and Countess...
the list would be short:
summoner 83
izual 89
bloodraven 91
griswold 87
nihlathak 95
Is that right?
Edit: Actually, re-checking superuniques.txt, that's not 100% accurate.
Try to think of it as a two step process:
1. If it is flagged as a boss in monstats.txt, then it'll use the mlvl listed in there for NM and Hell (which is why Meph, Diablo and Baal also use their natural mlvl)
2. If it's located in Superuniques.txt, then it'll gain the +3 bonus (which is why Meph, Diablo and Baal do not gain a +3 bonus).
Izual and Bloodraven do not appear in superuniques :wink3:
Edit: Actually, re-checking superuniques.txt, that's not 100% accurate.
Try to think of it as a two step process:
1. If it is flagged as a boss in monstats.txt, then it'll use the mlvl listed in there for NM and Hell (which is why Meph, Diablo and Baal also use their natural mlvl)
2. If it's located in Superuniques.txt, then it'll gain the +3 bonus (which is why Meph, Diablo and Baal do not gain a +3 bonus).
Izual and Bloodraven do not appear in superuniques :wink3:
Ahh, thank you for an explanation, that makes sense.
The table should be like this then:
summoner 83
izual 86
bloodraven 88
griswold 87
nihlathak 95
FireMarshal
31-01-2007, 14:55
Thanks for the replies. It is most useful. I can easily use the affix calculator to see the mods that I want on a crafted item.
The qlvl seems to come into play a little, the higher the qlvl, the more chance of getting 4 affixes is already set, the ilvl of the magical item doesn't seem to matter in some cases, is this right?
Thanks!
The qlvl seems to come into play a little, the higher the qlvl, the more chance of getting 4 affixes is already set, the ilvl of the magical item doesn't seem to matter in some cases, is this right?
Not quite, no. The qlvl is used when determine what affix level the item has, but when determining how many additional affixes a craft will get, it doesn't do anything. For this, the ilvl is important. The higher the ilvl, the greater the chance of getting 4 affixes.
For example. Assume that you gamble for some magical vambraces with a level 93 character. Because gambled items have an ilvl of between clvl-5 and clvl+4, then the gambled vambraces ilvl could be between 88 and 97 (there's no way to tell). We'll assume the lowest roll of 88.
Now you want to craft those vambraces with that same lvl 93 character. The new ilvl of the vambraces will be
ilvl = (clvl/2) + (ilvl/2)
ilvl = (93/2) + (88/2)
ilvl = 46 + 44
ilvl = 90
For crafted items, anything with an ilvl of 71 or higher will have 4 additional affixes on top of the preset ones. So this craft meets that criteria.
Now you need to determine the item's affix level (alvl) to find out what affixes are actually available to the craft. This is where the qlvl comes into play. Vambraces have a qlvl of 69. So to determine the alvl of this item, we do this:
If (ilvl>99) then {ilvl=99} //False
if (qlvl>ilvl) then {ilvl=qlvl} //False. qlvl (69) is less than ilvl (90)
if (magic_lvl>0) then {alvl=ilvl+magic_lvl} //False, vambraces have no magic_lvl
else
{
if (ilvl<(99-qlvl/2)) //False, 90 is not less than 65 (99-69/2)
then {alvl=ilvl-qlvl/2}
else {alvl=2*ilvl-99} //alvl = 2*90-99 = 180-99 = 81
}
If (alvl>99) then {alvl=99}
So the alvl for this item is 81. Any affix with an alvl of 81 or less are available to this item.
FireMarshal
02-02-2007, 02:22
wow. this is going to take some thinking lol.
But I think I get it now. Thanks for the very informative example!!! I see that the affix calculator lists the end results of the craft ilvls and all that, now I see how it came to those conclusions.
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